Fighter 12 / Monk 6 / Paladin 2
Prescript notes:
-Don't listen to the title! It LIES! Tehee
After getting replies, it was pointed out that, DUH, Shadow Veil requires 6 monk (derp -.-) so I'm changing a lot.
New build is: Fighter 12 / Monk 6 / Paladin 2
This will lose 2 paladin levels, so more more spell book (nooooo!) but will get Shadow Veil (yeah!). Wont lose LoH (or many) but will lose Turn Undead which is required for Divine Might. This will have to be twisted in!
Preamble:
-This is just kinda a theory build I worked on as a "I'm bored as h&11 and I want to make something". It is not "uber" nor "end all" nor "solo ALLLLL the epicz on elitez!!", but rather something that I find really fun and am looking for some constructive (or not so constructive, w/e) advice and criticism. The level layout (for me at least) is set in stone, but suggestions on other level splits is always within my liking!
Notes after replies:
-This build does not get Shadow Veil as it requires 6 monk (duh, retarted mistake on my behalf) NaturalHazard Suggested to go 12 fighter / 6 monk / 2 cleric, for a very similar build that would include Shadow Veil, Thanks!
Subtle Knuckles (For lack of a better name, although the name seems to imply I'm a stealth build, as of which, I am not...)
Breakdown: Fighter 12...Monk 6...Paladin 2
Level-ups: M,Fx5,P,Fx3,M,F,P,F,M,F,M,F,M,M
Idea behind the level split:
-PL: Pally
--Nice for the small heal-amp
-Human:
--Extra feat, heal-amp, human racial bonuses, damage boost.
-Fighter:
--No-brainer, just the obvious. Power surge, haste boost, weapon specialization, ect.
-Monk:
--Monk 4 gives a base damage of 1.5[1d6] over monk 3 which is [1d6]. 6 monk for Shadow Veil, also for misc enhancements, heal-amp, and extra feats.
-Paladin:
--Divine Might (char --> str), LoH (got 4, each healing for 200+ with sub-optimal gear), cha --> saves, heal-amp, misc enhancements.
NOTE: Divine might requires Turn Undead. This must be twisted in.
Idea behind the build:
-I wanted something that could dish out some nice numbers using Master's Blitz, hit super fast (fists + haste boost), has a high strength (mid 60's to mid 70's I believe), is a very low cost on parties due to high healing amp, -40% hate, 25% incorp, and displace (I'm sympathetic to healers, and when I play healbot, I love people with high healing amp and displacement!), and could Blitz / Fury manyshot.
-NOTE: I ~LOVE~ manyshot, but I don't want it to become a main point in the build, so I attempted to add it in without losing any main attack damage and it worked great. This build has plenty of feat slots, and they would have gone to (for the most part IMO) sub-optimal feats, so I figured why not try manyshot.
Stats something kinda like this (when I made the toon, I had very little in the name of tomes- only +2- so I had to go with higher dex than I would have liked):
Starting Stats: (32 pt build)
-Strength: 15 levelups here
-Dexterity: 15 (if +4 tome: 12 and put extra into con or str)
-Constitution: 14
-Intelligence: 10
-Wisdom: 8
-Charisma: 14
Starting Stats: (34 pt build)
-Strength: 16 level-ups here
-Dexterity: 15 (if +4 tome: 12 and put extra into con or str)
-Constitution: 14
-Intelligence: 10
-Wisdom: 8
-Charisma: 14
NOTE: Con is a bit low. If has never been a problem for me, as a bit 'o gear is plenty to raise up hit points, but if it is a problem for you, just take strength down to 14 to get some extra points. (2 less strength really doesn't matter anyways.) 21 BASE con (starting con + levelups + tomes) is required for Epic Toughness. Obviously, I didn't go for that.
Skill Points:
-Heal is a good investment, as it increases ability to self heal
-UMD is a great investment, as it opens up the ability to use Tenser's and Displacement scrolls
Feat Selection (please note that when I chose these feats, I was already level 20 and was using a Heart of Wood, so I am not sure if they are in optimal leveling order):
1:
-Power Attack
-Two Weapon Fighting (Human)
-Toughness (Fighter)
2:
-Point Blank Shot (Fighter)
3:
-Weapon Focus Bludgeoning
-Rapid Shot (Fighter)
5:
-Weapon Focus Ranged (Fighter)
6:
-Toughness
8:
-Improved Two Weapon Fighting (Fighter)
9:
-Improved Critical Bludgeoning
10:
-Manyshot (Fighter)
11:
-Deflect Arrows <--- burner feat: don't know what else to put here, and it is kinda like having a 20% arrow dodge chance so I thought it MAY be helpful.
12:
-Greater Two Weapon Fighting
14:
-Weapon Specialization Bludgeoning (Fighter)
15:
-Bow Strength
-Monk Path: Fists of Light (Monk)
18:
-Magical Training (Echo s of Power = Endless cocoon. If you have Con-Op and don't care, take something else here)
-Greater Weapon Specialization Bludgeoning (Fighter)
20:
-Toughness (Monk) (Placeholder) <--- Precision?
21:
-Toughness (Placeholder) <--- I got no clue and need a suggestion :/
24:
-Empower Healing (this is for cocoon)
26:
-Perfect Two Weapon Fighting (Destiny) <--- this any good? Seems nice. What's better? Suggestions welcome.
27:
-Blinding Speed <--- completely unnecessary in a group environment, but I like to solo, and I don't have enough clickies / pots for it. This is an open slot, then, if you don't care about perma-haste. Suggestions welcome.
28:
-First Blood <--- unsure about what else to put here, and this is just for my taste. Probably not the best. Suggestions welcome.
Tomes:
-For me, just +2's, +4's would be helpful and may come for me in the future.
Enhancements (in progress):
FIGHTER
-Kensei
--Core: Kensei Focus, Spiritual Bond, Strike With No Thought, Power Surge
--Tier 1: Extra Action Boosts 2, Weapon Group Specialization, Action Boost 3 (Haste)
--Tier 2: Weapon Group Specialization, Weapon Meditation 2
--Tier 5: Weapon Group Specialization
--Tier 4: Weapon Group Specialization
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Sub total: 23
Total: 23
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MONK
-Shintao
--Core: Bastion of Purity, Prot. from Tainted Creatures
--Tier 1: Deft Strikes 3
--Tier 2: Iron Skin 3
-Ninja Spy
--Core: Ninja Training, Ninja Training, Shadow Veil
--Tier 1: Abrobatic 3, Sneak Attack Training 1
--Tier 2: Subtlety 3
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Sub total: 28
Total: 51
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PALADIN
-Knight of the Chal.
--Core: Slayer of Evil
--Tier 1: Extra Turning 3, Attack Boost 1
--Tier 2: Divine Might 3
-Sacred Defender
--Core: Holy Bastion
--Tier 1: Extra Lay on Hands 3
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Sub total: 16
Total: 67
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HUMAN
-Race
Core: Human Versatility
Tier 1: Action Surge 2 (Str), Improved Recovery
Tier 2: Action Surge 2 (Cha)
Tier 3: Action Surge 2 (Con), Improved Recovery
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Sub total: 13
Total: 80
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Epic Destinies:
-Legendary Dreadnought:
--Just the usual, expected stuffz
-Twists:
--Healing Cocoon
--Primal Scream
--Turn Undead
Gear:
-Gear, in my opinion, is too specific to each player and the amount of time he/she has to grind for it. For these reasons, I'm leaving gear blank. Just think of whatever is the best for your own play-style.
End notes:
-Heal-amp: x2.37 / 337% total. 10% shintao + 20% human + 10% ship + 5% PL pally + 30% item + 20% item
-Displace: always throwing displacement scrolls
-Incorp: 25% incorp from Shadow Veil
-Subtlety: -40% threat (I'm not a tank: I like dishing out damage and not taking any!)
-Off-hand hit chance: 90% (GTWF: 80% + Deft Strikes: 10% = 90%)
-Double-strike: 5% + 10% offhand from Perfect TWF (this was a nice- but not planned for- addition)
-PR: Always in earth, 15 PRR from iron skin, plus whatever else I took. So: low, but meh
Tons of fun for me! Love to be able to hit HARD and really fast and still be able to situationally pull out a bow for long range mob softening without losing any main damage (too many of my toons tried for manyshot and, in the process, lost sight of main weapon damage and therefore suffered greatly in epics).
Would love to hear some feedback.